LATEST PROGRESS
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Original post
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I've been wanting to do a Bloodborne inspired piece since I played the game the first time, and I decided to do an ruined church interior. I'm not basing this piece on any area in particular from the game, but I've taken a lot of inspiration from several parts of the game.
The idea with this env is to make it look like there could have been a boss there that has been defeated, and impaled on spikes. I made the roof caved in to get some more light inside, as well as giving some nice silhouettes against the skybox. Currently I've only worked on the architecture, and the scaffolding pieces, which are still being worked on.
A lot of my focus is going to be on the lighting and mood, as those are the areas my skills are lacking the most in my opinion.
I'm going to post here as I continue, with hopes of getting some good feedback and comments on it.
The tools I'm using is Maya, zBrush, Knald, Photoshop, Substance Painter/Designer and Unreal Engine 4.
Replies
Keep it up dude
@NateMasterFlash Thanks! Yeah good idea about the lantern, def gonna do that!
Alright so I've made a few props to add some more to the scene. Made two of those oil lamp jar thingies, but haven't made the flame yet. Also made a cage with a body based on the Hollow enemies from Dark Souls inside.
@Benvox2 Thanks bro. Using splines for the chains. Modeled quick, 3 - ringed chain in Maya, and then spline in UE4
@Benvox2 Thanks! Yeah I made the characters with a real game char workflow from zSphere > Sculpting > Retopo > Baking > Texturing > Rigging and posing. The character itself looks really bad, but it's a nice way to practice doing something I'm not very comfortable with, being organics and character creation.
I decided to go for a big bonfire with a skewered werewolf instead of an altar, so these last few days I've followed the same workflow as I explained above, and made a werewolf based on the one in BB. Gave him a quick rig and pose for this picture just to try him out in the scene.
Anyway, I think I feel like this env is done now unless I can get some critique on things to fix!
@praetus Thanks man! Yeah, I completely agree, although my idea is that they've cleaned up the rubble before setting up the wooden scaffolding, but I understand what you mean! Thanks!
Maybe rebalance your lighting as well so that the bonfire and lamp are primary and the alcove and moonlight are softer? Just seems like all the different light sources are now fighting a bit to me.
Awesome work though, the light coming from the lamp is very comforting haha.
@praetus Yeah I see what you mean, tell more story in the level design so it reads better! Thanks for your feedback, will try to make the story read better until I call it done!
@Nicorepe Thanks! Not really sure what you mean about the grass though? You think I should add more grass between the tiles?
@Kevinsaer Thanks man!
@gfelton @amirabd2130 Tweaked the lighting some more, hope it reads better now!
@Nicorepe It's a good idea, but they don't have that in the indoor areas from Bloodborne I'm trying to replicate the style from, but if I made some other areas I'd definitely use it! Thanks.
Alright so I've worked on a lot of the feedback I got both here and on Facebook, and I also used a LUT now to hopefully make it look more like Bloodborne. Hope you like the progress and changes I made! Appreciate the feedback!
Putting a lot of pics of this scene on my ArtStation, so feel free to check it out!
https://stavaas.artstation.com/
@macoll
@Dragonar
@Benvox2
Thanks guys, really appreciate the kind words!
@amirabd2130
Thanks! I'm really happy about it myself!
How did you model the ribbs inside the vault? Doing something like that and having a bit of a hard time figuring out how to get them look decent (Vault as in the structure where two arcs meet and cross and ribbs as in the ornament style construction inside them).